PM3.6 - Falco - Subaction - FinalStart

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Stats

IASA: None
Fully Intangible: 1-50
Hitboxes active: 46-50
Hitbox set 0 hits: 46
Subaction Index: 0x1e2

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:46-49

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 100 100 90 Normal Kick false 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.2, x_angle: 0.0, y_angle: 0.0 })
  3. TimeManipulation(2, 30)
  4. AsyncWait(45.0)
  5. CameraNormal
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 100, size: 14.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })

GFX

    SFX

    1. AsyncWait(10.0)
    2. SoundEffectVictory(1765)
    3. SyncWait(37.0)
    4. SoundEffect1(4639)
    5. SyncWait(7.0)
    6. SoundEffect1(4673)
    7. SyncWait(5.0)
    8. SoundEffect1(4575)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. ItemVisibility(false)
    3. Rumble { unk1: 3, unk2: 38 }
    4. AsyncWait(41.0)
    5. Rumble { unk1: 18, unk2: 0 }